#version 430 core

layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;

out vec4 vColor;

layout(std140, binding=2)
uniform Transform
{
    float _Scale;
    vec3 _Translation;
    float _Rotation[3];
    mat4 _RotationMatrix;
} transform;

void main()
{
    gl_Position = transform._RotationMatrix * position;
    vColor = color;
}
